
rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Dec 17, 2010 05:19 AM
Msg. 1 of 13
Is there a script command that will adjust an encounter's health as needed mid-game?
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MoooseGuy
Joined: Aug 10, 2008
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Posted: Dec 17, 2010 05:25 AM
Msg. 2 of 13
(ai_strength AI) is the only one I could find for this.
You could probably do something like this: (set (ai_strength AI) SHORT)
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rerout343
Joined: Aug 7, 2010
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Posted: Dec 17, 2010 05:55 AM
Msg. 3 of 13
Tried it but it didn't work.
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MoooseGuy
Joined: Aug 10, 2008
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Posted: Dec 17, 2010 08:46 AM
Msg. 4 of 13
I don't know then. You can set ai back to normal health with (ai_renew ai).
The vitality thing is probably determined in the ai tags themselves.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Dec 17, 2010 05:26 PM
Msg. 5 of 13
Starting profiles. You can set up health, shield, weapons, and grenades in the scenario tag. Then script player_add_equipment.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Dec 17, 2010 05:42 PM
Msg. 6 of 13
Quote: --- Original message by: SlappyThePirate Starting profiles. You can set up health, shield, weapons, and grenades in the scenario tag. Then script player_add_equipment. Read the post. I need to adjust health of an AI ENCOUNTER not the player.
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MoooseGuy
Joined: Aug 10, 2008
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Posted: Dec 17, 2010 06:55 PM
Msg. 7 of 13
Yeah, I think the only way to do this is create actor_variant tags with more health for that encounter.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Dec 17, 2010 08:06 PM
Msg. 8 of 13
Well then is there a command that will adjust the amount of damage that the player can do? Wasn't there a cheat to kill enemies with one shot? Not the medusa cheat.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Dec 17, 2010 08:29 PM
Msg. 9 of 13
Quote: --- Original message by: rerout343Quote: --- Original message by: SlappyThePirate Starting profiles. You can set up health, shield, weapons, and grenades in the scenario tag. Then script player_add_equipment. Read the post. I need to adjust health of an AI ENCOUNTER not the player. Read the hs scripting bible. You have to use ai_actors.
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rub3n
Joined: Nov 21, 2010
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Posted: Dec 18, 2010 05:27 AM
Msg. 10 of 13
No offenceguys ur idiots open up the actor_variant tag in guerrilla and scroll all the way down just search for a bit then look for health vitality and shield vitallity I think but it should be that u don't need scripts
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Dec 18, 2010 05:51 PM
Msg. 11 of 13
Quote: --- Original message by: rerout343 Is there a script command that will adjust an encounter's health as needed MID-GAME? Adjusting the actor variant will not change an AI's while the map is running. Quote: --- Original message by: SlappyThePirateQuote: --- Original message by: rerout343Quote: --- Original message by: SlappyThePirate Starting profiles. You can set up health, shield, weapons, and grenades in the scenario tag. Then script player_add_equipment. Read the post. I need to adjust health of an AI ENCOUNTER not the player. Read the hs scripting bible. You have to use ai_actors. Which command are you talking about? I've been looking over the scripting bible but I think I must have missed something. I'm thinking your probably right but I'm not sure which one you meant. Edited by rerout343 on Dec 18, 2010 at 05:58 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 18, 2010 06:06 PM
Msg. 12 of 13
For the object parameter in the command, substitute the player with (ai_actors [AI]). However, I have doubts as to whether this would work for AI, not because the command has player in its name, but because of the nature of the command.
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rerout343
Joined: Aug 7, 2010
Targeted and Firing
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Posted: Dec 18, 2010 07:12 PM
Msg. 13 of 13
EDIT: Nevermind I fixed it.
I've finally figured out my script but now I keep getting different tool errors:
12.18.10 19:05:20 [test2 line 11] this is not a valid function or script name.: cheat_omnipotent 1)
12.18.10 19:05:20 recompiling scripts after scenarios were merged. 12.18.10 19:05:20 [test2 line 10] this left parenthesis is unmatched.: (begin
I'm not sure what I typed wrong but it's not compiling right.
Here is my script:
(global object_definition pow_kill "powerups\test\test") (script continuous test2 (if (and (= (unit_has_weapon_readied (unit (list_get (players) 0)) pow_kill) 1) (= (player_action_test_primary_trigger) 1) ) (begin (cheat_omnipotent 1) (player_action_test_reset) ) ) )
Edited by rerout343 on Dec 18, 2010 at 07:15 PM
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